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Old 01-31-2006, 04:55 PM   #41
shadowsfm
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i guess depinding on how many isds you have is how many tie bomber squadrons ya can loose
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Old 01-31-2006, 06:32 PM   #42
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Quote:
Originally Posted by shadowsfm
i guess depinding on how many isds you have is how many tie bomber squadrons ya can loose
Dunno, if it's this way, then the rebels end up losing Y-wing squadrons quite a bit.


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Old 01-31-2006, 09:42 PM   #43
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My Y-Wing squads always get hit the hardest every battle anyways..


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Old 02-01-2006, 03:57 PM   #44
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The AI will go after your bomber Y-wings alot since they are the only real threat to a ISD. The Y-wings have missles only (for the most part -there are graphics where they shoot laser a little?) that can penetrate and take out the shield generators on the ISD.

I use squads of A-wings set to guard the Y-wings. And make sure the Imperial Patrol craft are not around, they will decimate all your rebel fighters very quick. Use your fast rebel corvettes special ability to fly up quick to the Imperial anti-fighter craft and take them out quickly.

After that, I can take out several Imperial cap ships very easy.
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Old 02-01-2006, 05:02 PM   #45
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yeah, y-wings and tie bombers dont use torpse on other fighters, bombers, corvettes, and transport ships. only lasers
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Old 02-01-2006, 11:19 PM   #46
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Quote:
Originally Posted by shadowsfm
yeah, y-wings and tie bombers dont use torpse on other fighters, bombers, corvettes, and transport ships. only lasers

A little bit of correction, the bombers do use the torp. on corvettes/patrol cruiser.
Of coz they barely surive more than a single run....
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Old 02-02-2006, 01:27 PM   #47
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I think that it should be a little harder to take out the shield generators on capital ships. It's one thing to be able to destroy a turbolaser emplacement with a few missiles quickly, but once the shield generator is gone, the ship is in trouble fast.
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Old 02-02-2006, 03:59 PM   #48
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I agree that ISD shield generators are destroyed way too fast. I think their HPs could be doubled at least. Or to provide a semblance of parity the Mon Cal Cruisers should have 2-3 shield generators (reflecting their focus on redundancy) that must all be destroyed before shields drop.

I'll be very interested to see how Petroglyph may have tweaked the ship stats following the demo. And if fans don't like the stats as is I imagine a fan mod will tweak them more to our liking.
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Old 02-02-2006, 05:29 PM   #49
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the demo has a fully working mon cal(mods) it is invaunreable to shield generator destruction



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Old 02-02-2006, 05:51 PM   #50
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Quote:
Originally Posted by Dirk Pitt
What can there use be, they only stop lasers from entering around it, seenms abit pointless. If u can think of how they would be good or what they could be used for please post and tell ne.
Because then i can shoot them as they move in so they cant blast me. I find is usefull look a huge imperial armys coming at you shoot them as they come slowly in only the front lines can hit you so you can kill some before they get you. Also they cant bombared the areas you have troops in. You can disable Hovering tanks with the one shield.
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Old 02-02-2006, 06:26 PM   #51
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I agree the ISD shields are way too easy to knock out. I think the twin shields would be cool (as they were in X-Wing and Tie Fighter). Practically speaking, just up the Health Points like I did for the single shield hard point may be what only can be done for a quick fix. You can play around with the Armor_Damage Type Matrix, if you seen it you know what it is, for a more elegant solution. It changes the ratio of damage for type of weapon-craft to other weapon-craft combos.

The Y-wings AI is suicidal. I try to keep them from going after the Imp Patrol Craft on their own! They are set for instant S&D and get themselves mauled by them. I want them to stay put out of the way! Until I eliminate threats to them.
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Old 02-04-2006, 05:53 PM   #52
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Group your Y-wings with a number and keep them away from the Patrol Cruisers by giving them a whole target (Target a ship's hull instead of a hardpoint) they'll be there a while.

Anyway, about the shields on land. When upgraded, the shields stop all kinds of fire not just lasers. The upgrade is available from the shield gen itself. Just keep units barely within the shield and the enemy won't get a look in. However, a shutter shield is probably more powerful as it stops reinforcements and also deactivates the bombing run ability until it's destroyed so it's just a simple search and destroy for the enemy's starting forces.
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Old 02-04-2006, 07:04 PM   #53
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so theres 3 diffrent base shields
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Old 02-04-2006, 07:08 PM   #54
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if i remember correctly, they had to use torpedos on the DSI to achieve enough damage or "place" the damage deep enough
and i think the magnetic field shouldn't be described as a "classical" shield

and imo, the "theatrical" (visible) shields could be explained by some reasons

1) the shields used in E1 were not really "high tech", they evolved later and you couldn't see them anymore

2) atmosphere. maybe the atmosphere of naboo had different elements than hoths (or also than other planets)
or maybe they based upon a completely different technique (like the gungan cities, i think there were energy shields to keep the water out if i remember correctly)

could also be the distance, that the shield gen on hoth was way bigger (the gungan shields were mobile ones with small gens and the horizon of hoth is... well, white and foggy)

3) gameplay, to make the player able to say "aha, there is a shield, this or that color -> these abilities, there has to be the gen" (if the gen always builds the center of a circle)
i mean, in the movies, the shields in space combats have also never been visible (that's just another reason why i prefer star wars before star trek because i didn't really like this shield effect) and neither were they visible in games like XWA
as mentioned before, there also those shield effects in space combats and the red glowing etc
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Old 02-05-2006, 08:52 PM   #55
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Quote:
Originally Posted by lonepadawan
"They resemble the Gungan theater shields in Episode I. That's the one and only time we've ever seen such shields used in Star Wars that I know of."

Well in ESB the Rebels get a shield generator up before the Imperials arrive and vader is annoyed because he can't simply bomb/bombard the base, and is forced to order a ground assault, so we can assume this shield generator works in the same way, though much larger and more powerful..

I think I posted about this yonks ago.. I'm really glad they decided to do it this way as it's far superior to the old "give shields to all units within the radius"

I wonder if the Gungan natives will have fambaa shield generators.. they could be put to really good use in this game..
The shield around the rebel base was a PLANETARY shield. I don't know if you guys ever played Rebellion or "supremacy" but you could build planetary shields that prevented the fleets in orbit to just simply bombard it into oblivion.

The shields in this game are more like the gungan shields from Ep. 1. It's not a planetary shield, just a proximity shield. It is done this way simply b/c it's a balancing feature.


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Old 02-05-2006, 10:12 PM   #56
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Actually, I think its a Shutter Shield that was used on Hoth. It prevents reinforcements from landing anywhere close to your base and no air attacks can get through(ie no bombing runs or orbital bombardment) This type of shield has no effects on ground forces already on the planet. its more like a big umbrella. But the normal shield generator is like the one the gungans used in Episode 1; stops lasers but solid objects can push through it. The shield generator can be upgraded during land tactical battles to a particle shield which means it stops all weapons fire, solid or not. Land units can still push through it.
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Old 02-05-2006, 10:31 PM   #57
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As for the shields gens on Cap ships... I think some tweaking needs to be done here. First off, ISD's, VSD's and SSD's all have 2 generators located right ontop of the ships superstructure or Bridge. So, adding another shield hardpoint on the star destroyers would be great.

Second, and this applies to all capital ships, when shields gens are destroyed it should not drop the shields on the ship. Instead it should stop any and all shield regeneration. With the star destroyers, you blow one shield gen hard point, and its regen is halfed to 50% of normal, you blow both and all regeneration is stopped.

Other hard points need to be a bit tougher than they currently are. 1 1/2 bombing runs with a single squad of fighters to take out a hard point is just overpowered. You need to make it where 3-4 single passes are needed to take down a hard point.

Capital ships need countermeasures vs torpedos anyway. In all the SW flight sims, the ships had cuncussion missile launchers. These cuncussion missile launchers were able to take out some of the incoming torpedos, and sometimes the turbolaser batteries were able to take down the incoming torpedos as well.

For me there's nothing more fun than capital ship vs capital ship fights. As it is now a Mon-Cal cruiser (with equal fighter support) will ALWAYS beat an ISD due to it's invulnerable shield gen. Not only is the Mon-Cal cruiser a more effective ship, but it costs a hell of alot less than an ISD does. Granted the ISD has it's own fighter compliment, but it will still lose against a Mon-Cal cruiser even with the fighter compliment. It will cost the player the same amount to build a Mon-Cal cruiser and 3 bomber squadrons and 3-4 fighter squadrons as it will to build 1 ISD. Just isn't balanced.

The ISD's were reknown throughout the SW galaxy as one of the most battle hardy and efficient war machines in the galaxy. Im not asking for them to become these unstoppable juggernauts, just make it where they are balanced with the Rebel counterpart.


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Old 02-06-2006, 06:34 AM   #58
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Ok here is a tip for ya all.

ISD is the main ship in the Empire however it needs support ships. For each ISD you should have at least the one inderdictor and one patrol ships or corvette specilized in anti-fighter task.

I tryed this in demo mod and it worked flawlessly.

1 ISD with 1 Indterdictor and 1 patrol ship. Suport ships were set to defend the ISD.

The interdictor is not only preventing the ennemy fleet from fleeing but it also prevents torpedos and missiles from hiting their targets by jamming them.

Basicly use your ISD just as the workhorse for attacking any large ship while is being supported by your smallest ships. And for this I have to say thx petro because this is the first strategy game where only a balanced fleet can win.

Not even the HW achieved this nor Imperium Galactica.

P.S.

Patrol ship never goes on his own to purchase bombers. It sticks with ISD and engage bombers at long range.



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Old 02-07-2006, 05:02 PM   #59
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Quote:
Originally Posted by Jan Gaarni
What the hell's this theater shield?!?
A theatre shield is a shield that encompasses a battlefield.

Theatre, if I understand correctly, is the specific area where a battle takes place. I.E. Cuban Missile Crisis would be the Cuban Theatre, and so on.
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Old 02-08-2006, 12:08 PM   #60
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Oh, I thought someone just made up a new name for a particular shield type.
So I was confused which it was, ray shields or particle shields.




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Old 02-13-2006, 01:55 PM   #61
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Lol. Although, I wouldn't exactly call the Gungan shield a 'Theatre' shield, since usually Theatres are entire countries, regions, or even continents, where the fighting is taking place.

For example, a war on the Pacific would be called 'The Pacific Theatre,' or the 'North Pacific Theatre,' and so on.
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Old 02-13-2006, 02:27 PM   #62
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I remember on one of the vids that it showed the the sheild generator out side the sheild............ pointless...
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Old 02-13-2006, 02:39 PM   #63
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Yeah, this game needs some serious tweaking....Too bad they don't have anymore time, it's coming out thursday.
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Old 02-13-2006, 02:48 PM   #64
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Thanks for your 'valued' input cheese. Two accounts is an offence on these forums as per the terms and conditions you signed up to.

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Old 02-14-2006, 09:13 PM   #65
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Thanks for your 'valued' input cheese. Two accounts is an offence on these forums as per the terms and conditions you signed up to.

DMUK
Lets stay on topic. JK, i accidently hit the wrong reply button. , um no one has told me a good use for a non particle shield generator. Why shouldnt i build that extra turbolaser, or hypervelocity gun, or something of that nature.



*On an unrelated note*
Also i know it is an offence to have two usernames, but if you dont mind me asking why?


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Old 02-14-2006, 09:46 PM   #66
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Quote:
Originally Posted by Dirk Pitt
*On an unrelated note*
Also i know it is an offence to have two usernames, but if you dont mind me asking why?
Don't forget that to ask these questions you can private message a mod/admin. Just keep that in mind for the future

But the reason is, at least my interpretation, is so we don't have a user who posts constant spam and has two split personalities. It sounds stupid, but trust me, I've seen it before.


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Old 02-15-2006, 05:39 AM   #67
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to clear things out:

to the guy who said the shield gen was outside the base in a movie that wasent the shield gen but the POWER gen and the shield gen uses power. Also if u look in ep 5 u can c the power gen is also OUTSIDE the shield

Also you can UPGRADE your shield gens in a land battle to amke them block projectiles which makes the color of the shield cyan troops can still pass through it though :P

thats all i wanted to say :P XD
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Old 02-15-2006, 09:44 AM   #68
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How can you tell that the generator is outside the shield in the movie? You can't see the shield in ESB.


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Old 02-15-2006, 10:42 AM   #69
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The generator was not outside the shields, it was inside. Otherwise they would have just bombarded the **** out of it.




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